Creating Games in Multimedia Fusion 2: Beginner Course
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Have you ever wanted to create your own computer games but have no programming experience? Do you want to create computer games without having to learn all about programming? Well, if so, this Udemy course is for you.
Multimedia Fusion 2 is a game and application authoring tool that allows you to design, build and develop your very own computer games and applications for:
· Windows XP, Windows Vista, Windows 7, Windows 8
· iOS (iPhone / iPad / iPod)
· Android (Phones / Tablets)
· Xbox 360 and Windows Mobile
· HTML5 (Web Browser Games)
· Flash (Web Browser Games)
· Java / Blackberry Games
· Macintosh / Linux Supported
· DirectX 9 Powered Games with Shader Effects (Hardware Accelerated)
Multimedia Fusion 2 is a very powerful authoring tool that enables you to create quick prototypes or full-blown game developments cutting down timescales massively and allowing you to export all your games across the above platforms with just a few clicks of the mouse!
Some products always like to claim 'No Programming Required' then when you dig deeper you find there is a 'scripting language' you need to learn or some other syntax. With Multimedia Fusion 2 it is exactly that, No Programming or Scripting Required. Multimedia Fusion 2 caters for both beginners and already-established programmers alike. It contains every feature you could ask for when developing a computer game or application.
This course is made up of over 3.5 hours of Video Content, complete walk-through via video for each lecture complete with running commentary in English. The course will introduce you to MMF2, it’s interfaces, editing, the objects, the extensions and literally, everything you will need to know to get you on your way with the best start to create your own computer games and applications, cross-platform.
This Multimedia Fusion 2 course can be taken completely at your own pace. You will have access to the content around the clock and can access this course from any computer. You can follow along with the video lectures and you can download supplementary material that is provided. I will also be allocating a weekly time-slot exclusively for this course to answer any questions you may have and also provide some live-tutoring along the way.
This Multimedia Fusion 2 course is already packed with everything you need to get you going with the ultimate goal being to create your own computer games and be more knowledgeable in using MMF2 to do that. There are goals set along the route to ensure you're keeping up with the courses pace. In addition to it already being packed out with exclusive to Udemy content, I will also be adding content on a weekly basis to ensure you're always getting the best value that this course can offer you.
This course is ideally aimed towards beginners of MMF2 or maybe those that have used it before but cannot get to grips with some of the fundamentals. Do not worry, everybody has their own way of learning and I hope I can bring the best out in everyone who takes part in this course to get you on the right track to create your own computer games.
I would recommend this Multimedia Fusion 2 course for beginners as the structure is laid out in a fashion that covers each step, right from covering the entire user manual, every property and the basic functions right through to ultimately creating your first set of games including Platform Games, Pong-Like Games, Breakout Clones and much more.
Check out some of the free lectures today to see how this course can further your development with Multimedia Fusion 2.
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|Section 1: An Introduction to Multimedia Fusion 2|
|Introduction to Multimedia Fusion 2
Multimedia Fusion 2 is a very powerful game and application authoring tool. You can create your own games for Windows desktop, Mobile (Android/iOS/Windows), Flash, HTML5 and Xbox 360 all from within one interface.
Here I will introduce you to the interface and introduce you to the course and what lays ahead.
|An Overview of the Event Editor. This is where all the magic happens!
|A look at the application properties and what they do/how they define your application.|
|Complete and basic overview of the most common objects referred to such as the Backdrop objects, Active objects, Strings and Counters.
|The action list and event list editor can be accessed through the event editor system. This lecture will cover the importance of event ordering.
|In this lecture we will cover how to draw your own artwork inside of MMF2 or importing your own artwork from the supported file formats meaning you can draw in another software and import, PNG with Alpha supported.
|To finalize this section we will cover everything you need to know to grasp the interfaces and navigate your way around Multimedia Fusion 2.
|Section 2: Introduction to the Built-In Movements, Collision Detection and Sounds|
|An introduction to the Built-In Movements provided inside of MMF2. These Built-In movements are pre-programmed for you and can prove very useful throughout your entire MMF2 lifetime of use, particularly the bouncing ball movement.
|Collisions and Collision detection is paramount for creating any kind of game in MMF2. Here we learn about techniques used such as box and fine collision modes and how you can detect different collision types. Overlap included.
|Samples (Sound Effects) and Music is a breeze to use inside of MMF2. There are a few different ways you can implement audio into your games and applications, in this lecture we cover majority of what is needed to know for this course.
|MMF2 provides you with some built-in functionality such as the Lives and Score objects. These are automatically handled for you, so you can just drag n drop them into your games and display Lives and Scores in realtime.
|The Platform Movement is one of the most used and talked about movements within MMF2. The platform genre seems to be the epitome of 2D game development so here I will cover the platform movement in a bit more depth to lead you up to our ultimate goal of creating a Platform Game.
|There is a difference between Game Window Size and the Frame-Size. A bigger frame-size allows you to introduce 'scrolling' into your game. Here I will cover scrolling and how you can achieve the desired effect. Most useful in Platform Games.
|This is the ultimate goal to this section, building our first and very own Platform game in MMF2. There is some downloadable material for you to also open up in your MMF2 so you can follow along.
|Section 3: Getting to know Multimedia Fusion 2|
|The debbuger. This is the little window that provides a wealth of information on your game as it's running. Whilst playing or testing your game you can refer to the debugger to give you information on what's going on in the background of your game.
|Global Values and Global Strings are very important in Multimedia Fusion 2. They allow you to transfer or 'store' for a better word, values and strings across different frames. So if you ask for player 1 name in Frame 1 you can store that to reference in Frame 2. Play the lecture for more in-depth analysis.
|Each Active object inside of MMF2 holds it's own values and strings that you can use in your games to store even more values and text. Very powerful and very handy to know.
|The expression editor is just that, you can retrieve expressions from objects. An example of this would be say, an Active Object's Movement Speed. This is obviously a number, so we can use the expression editor to retrieve this number, this is useful for say, displaying the speed of the object in the game etc. It's all covered in this lecture for you.
|Absolute and Relative object creation. You can create your objects during 'edit time' while you are editing your frame, however MMF2 gives you the ability to create more objects while the game is being played. We will cover in this lecture how you can create objects with given co-ordinates or create objects relative to another object's position.
|A further and even more in-depth lecture regarding the Expression editor and functions within the Expression editor.
|This lecture covers working with the Internal Timer in MMF2. The internal timer can prove a useful feature if used in the correct manner.
|This lecture goes in-depth with regards to the Random() function. This function you will come across and use on a regular basis so it's handy to get clued up early on with regards to using it and how it works.
|As well as having the ability to create Active objects at runtime you can also create backdrops at runtime. We'll cover that in this lecture. Again, knowing these kind of techniques will come in handy in a massive way for all your future game developments.
|Switches? Booleans? Flags? We'll just stick with flags, that's what they're referred to inside of Multimedia Fusion 2. Flags can be turned on or off. They are an invisible property that you can reference via the event editor at any time. Flags can be used as switches which can give a true/false or in MMF2 terms a on/off state.
|There are a number of things to remember when compiling your first application or game with MMF2. Here we will cover everything you will need to know in this one lecture.
|Section 4: Let’s Create Our First Games|
|A full walk-through on creating your very first ChocoBreak game (Breakout Clone) in MMF2. You can find this example by clicking Help > Tutorials in MMF2.
|A full and in-depth walk-through to creating your very first scrolling platform game in MMF2.
|Building your first Pong-Like game in Multimedia Fusion 2.
Project sample files attached to work along with and/or study.
|Section 5: Beginners: Tips n Tricks|
I have over 14 years experience with Windows, Software and Game Development. I have worked on numerous games for the PC, Xbox 360, Android, iOS and Flash markets.
I have run my own business since the tender age of leaving school in 2001, I have worked in Multimedia for the last 14 years first working at and for local and regional, commercial radio stations then post-video production. My first experiences came about with Visual Basic and Pascal (Delphi) from 1998 onwards.
I have used Clickteam products since 1994 from the early days of Klik n Play to Click n Create through Multimedia Fusion 1.5 and ultimately Multimedia Fusion 2. I have been using Multimedia Fusion 2 professionally for the last 2-3 years, providing commercial and private application development and game development. For the last 3-4 years I have been developing a lot of applications and games in Multimedia Fusion 2 (MMF2) which is not just a powerful prototyping tool but also a very powerful authoring tool providing you have the right know-how.
With the ability to export to Xbox 360, Java, Flash, Windows Mobile, Android, iOS and HTML5, Multimedia Fusion 2 is an application and game development tool that is industry-leading in terms of rapid application and game development.
My main goal in 2013 is to teach others everything I know in relation to MMF2 and also provide you with a plethora of tips and tricks to get you on your way to developing your own Games and Applications.